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Old 27th January 2011, 03:25 PM   #1
shmbry
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Default AC3D Texture mapping

Is there any program to which an AC3D model can be ported between for uv mapping & texturing?

Or

Which programs can import / export AC3D files for uv mapping & texturing.
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Old 27th January 2011, 05:37 PM   #2
sierracharlie
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Default Re: AC3D Texture mapping

ultimate unwrap.
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Old 29th January 2011, 08:08 PM   #3
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Default Re: AC3D Texture mapping

Why would you want to do your mapping in another program??? The simplicity and power of the Texture Coordinate Editor (TCE) in AC3D is much, much simpler than that of any other 3D program I've ever seen. None match it's flexibility and ease of use, IMO. It's one of the chief reasons to use AC3D in the first place.
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Old 30th January 2011, 09:13 AM   #4
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Default Re: AC3D Texture mapping

The main reason is because I made some fundamental errors when I started my project.

Firstly the model is far more complex than probably needs to be, currently it contains 1006 parts and in excess of 150,000 polygons.

Secondly I did not texture each part as I made it leaving me with a huge task in texturing it now.

The model was originally destined for FSX but with such a high count coupled with FSX thirst for CPU power the performance of the textured model would have probably been poor.

It was constructed mainly using FSDS 3.5 with some help from Autocad and I was hoping to use Bodypaint 3D to do the texturing but the file conversion process is too demanding having to pass through too many steps to retain the desired information; UV coordinates, parts names and animation to name a few.

I have managed to import the model in AC3D but there is a LOT of work to do to clean it up; normal direction, part names, hierarchy, animation and texturing.

At this point it would probably be easier to start again in AC3D. The project has been on hold whilst I try and decide what's best a major factor being the future of FSX.

Although Microsoft is developing 'Flight' knowing the history of flight simulator the chances of 100% compatibility are remote.

Therefore I am turning my interest towards X Plane 10. I think the advances being made with 10 will make it a far more interesting place to fly.

AC3D looks to be the way to go its just that having never successfully textured before another project seems daunting.
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Old 30th January 2011, 11:18 AM   #5
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Default Re: AC3D Texture mapping

Quote:
Originally Posted by shmbry View Post

AC3D looks to be the way to go its just that having never successfully textured before another project seems daunting.
I understand that last sentence, for sure. But, it won't get any simpler than with AC3D, of that you can be sure.

And you certainly may be correct that, realizing you've made big mistakes while building a model, sometimes it's best to cut your losses and start over. At worst, you'll learn more and end up with another, better model.
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Old 6th May 2012, 06:45 PM   #6
jleslie
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Default Re: AC3D Texture mapping

I keep hearing about UV mapping, and I've played with the texturing in AC3d maybe
someone can show me how to resolve the texturing issue I'm having. whatever
I'm doing in AC3D, its just not quite right, but I can't believe ac3d won't let me do it.


here's my issue

I'm trying to texture a sci-fi rocket that is made of 11 conic sections, forming a
tear-drop like body:



what you see here is 4 copies of the body, as I've tried to texture it using some rivet tile images I have. The problem is the warping as the texture overlay is
wrapped around the body.

I'm trying to get to a look like one of these:



or these now these 3d models were textured with something called uv mapping, but I don't even know what that is:


these two images, note how the windows/artwork divide evenly around the rocket, I get this unwanted stretching effect on the sides of my 3D model in AC3D.

when I try and use the texture coordinate editor, it is
very difficult to line up, and I get things all crooked as the mapping does around the sides. What am I doing wrong?

FWIW, all my sources are here:

http://jleslie48.com/rfkab_rocket114/


Its almost as if I need to take 4 pictures of the real object and carefully use the
texture coordinate editor to map the 4 views: front, right, back, and left (as I turn
CCW around my model) and get the texture coordinate editor (TCE) to align
just right. Alas, I dont have 4 view of the rocket I want to model.

Do I have to have a 4-view 2d version of my artwork?

In the directory

url]http://jleslie48.com/rfkab_rocket114/[/url]

http://jleslie48.com/rfkab_rocket114/rfkab10_riv.ac

is the latest source I have it uses two texture files, razz.jpg and riv_st.jpg

both texture files are up there as well.

Last edited by jleslie; 6th May 2012 at 07:03 PM.
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